130,327 Commits over 4,201 Days - 1.29cph!
    
    
    
        
            
            
            
                
                Merge Travelling Vendor -> Main
                
                
                
                
             
         
        
            
            
            
                
                Changed icon to green one
Increased icon size
                
                
                
                
             
         
        
        
            
            
            
                
                disable ambeint sounds on travelling vendor turrets
                
                
                
                
             
         
        
        
        
            
            
            
                
                merge from runtime_profiling_double_physics -> main
                
                
                
                
             
         
        
            
            
            
                
                Fix physics stats being doubled on every frame FixedUpdate runs
                
                
                
                
             
         
        
            
            
            
                
                Merge Travelling Vendor -> Main
                
                
                
                
             
         
        
            
            
            
                
                DirectlyMountable check in force mount
                
                
                
                
             
         
        
        
            
            
            
                
                Don't show the timed dismount UI if we're restrained
                
                
                
                
             
         
        
            
            
            
                
                Restrained players aren't placed in the driver seat for Snowmobile or Submarine
                
                
                
                
             
         
        
            
            
            
                
                 merge from hood_and_cuffs
                
                
                
                
             
         
        
        
            
            
            
                
                Moved turrets closer to the vendor centre
                
                
                
                
             
         
        
            
            
            
                
                Added random engine backfires
                
                
                
                
             
         
        
            
            
            
                
                Removed AmbientLightLOD components from the search light, fixing spotlight intensity issues
                
                
                
                
             
         
        
            
            
            
                
                Hopefully fix compile error
                
                
                
                
             
         
        
            
            
            
                
                Gamemode cvars: Added "replicate" field
If set to 0, removes REPLICATED flag from gamemode cvars
Use this for sandbox cvars that don't actually need replicating, such as sbox_weapons
Fixed util.DecalMaterial to actually work
TTT: Updated localization files (Community Contribution)
Fixed vrad not writing light flags to the BSP
Fixes "Cast entity shadows" option in Hammer to not working.
Also added info to the hammer option about how to properly make it work.
Fixed DNumSlider reset to default via MMB not functioning correctly
Entity.GetBodyGroups returns "empty" for submodels with no meshes
Added Entity.GetFlexType ( id ) = string
Returns model defined flex controller "type" or the group
Added Color:Lerp( target, frac )
Small changes
* Fix DForm description
* DNumSlider.SetEnabled also affects its DLabel
* Finger poser and Faceposer correctly rebuilds UI on loss of entity
* DLabel.SetDark disables SetBright, and vice versa
* DLabel.SetHighlight always overrides SetDark AND SetBright
Added string.NiceName & use it for bodygroup names
It converts "names_likeThis" to "Names like This". There have been multiple implementation in the base game, which are not all using the same function.
IMaterial:GetColor returns an actual Color
Disabled DLabel has faded out colors
Fixed file.AsyncRead erroring after Lua shutdown
Faceposer flex groups
The groups are defined by the models themselves.
https://files.facepunch.com/rubat/2024/June28-263-UnwittingEthiopianwolf.jpg
Fixed nextbot deaths counting twice for npc_maker
Restore game_text rendering same text channel multiple time
Block "Miscellaneous Symbols and Arrows" unicode block in server browser
Free font materials & textures on disconnect
Change default of gmod_uncache_test to -2
I need to verify the changelevel crashes are caused by this.
Fix game_text crashes
fix compile error
Move "Model X has mismatching model version" to -verbose (vbsp.exe)
Temporarily partially disable "CBoneAccessor invalid bone id" warnings
For cases with error models
                        
                             
                        
                 
                
                
                
             
         
        
            
            
            
                
                Move "Invalid model scale" warning to PhysObj creation
Fixed warnings about bone access on player death
Fixed case where particle materials would end up with artificial refcount
Free font textures/materials when registering new fonts
This would mean running CreateFont in a render hook no longer fills video memory, and font textures/materials are freed on disconnect properly, no longer accumulating.
Bump severity of mat_hdr_level problem (HDR being disabled)
debug_dump: Separate Lua and non-Lua cvars
Block voice_overdrivefadetime
Add light pos to some vrad warnings
* light has _fifty_percent_distance of X but _zero_percent_distance of Y
* can't solve quadratic for light X Y
Fixed crashes relating to Entity.FollowBone
Entity.FollowBone, SetAttachment and SetParent will throw errors when given absolutely invalid attachment/bone IDs (i.e. less than 0, or above 255)
Add more info to "gamemode is not a table" error
Rework how movement is disabled when player is dead with movetype_walk
Block all .log files
Destroy font texture IDs on frame start, not during rendering
Block file access to ChromiumCache, whatever that is
Fixed a crash when an NPC sees more than 255 enemies
                
                
                
                
             
         
        
            
            
            
                
                Move "Model X has mismatching model version" to -verbose (vbsp.exe)
Temporarily partially disable "CBoneAccessor invalid bone id" warnings
For cases with error models
                
                
                
                
             
         
        
            
            
            
                
                w_handcuffs fix - updated static & rigged meshes with updated mesh to fix missing faces & incorrect uvs
                
                
                
                
             
         
        
            
            
            
                
                Added side turrets to the vendor
                
                
                
                
             
         
        
            
            
            
                
                reduced max tick rate on cloth
                
                
                
                
             
         
        
            
            
            
                
                re-organising scene into appropriate groups
re-organising radhouse large prefab
                
                
                
                
             
         
        
        
            
            
            
                
                simplifying burst cloth in prep for separation as jiggle-only solution
- position based dynamics, with hard rotation constraints
- configurable relaxation factors to allow for artist control over bounciness of constraints
                
                
                
                
             
         
        
            
            
            
                
                Added a toxic pool water surface
toxic pool material
                
                
                
                
             
         
        
            
            
            
                
                Vendor attacker is not marked as hostile
                
                
                
                
             
         
        
            
            
            
                
                Wired headlights and spotlights to TOD
                
                
                
                
             
         
        
            
            
            
                
                Fixed out of stock being displayed briefly inside vendor. Also fixes being unable to buy from the machine whilst someone else is buying at the same time
                
                
                
                
             
         
        
            
            
            
                
                Underwater divesites ABC base setup
Unity scene setup with S2P groups
                
                
                
                
             
         
        
            
            
            
                
                Merge main -> travelling_vendor
                
                
                
                
             
         
        
            
            
            
                
                Updated all radiator positions throughout level
                
                
                
                
             
         
        
            
            
            
                
                tweaked radiator props draw distances, added a white material variant
                
                
                
                
             
         
        
        
            
            
            
                
                set dressing progress backup
                
                
                
                
             
         
        
            
            
            
                
                Reduced bike passenger view range by 10 degrees each way. Reduces horrifying body twist.
                
                
                
                
             
         
        
            
            
            
                
                viewmodel handcuffs - setup viewmodel renderer script
                
                
                
                
             
         
        
            
            
            
                
                Remove transition times on cuffs VM deploy state animations to fix visual state bug
                
                
                
                
             
         
        
            
            
            
                
                blunderbus admire animation edited
                
                
                
                
             
         
        
            
            
            
                
                radhouse apartments and radiator collision fix
                
                
                
                
             
         
        
            
            
            
                
                Added new remove hood and cuffs radial icons
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed bikes drifting slowly when idle and awake
                
                
                
                
             
         
        
        
            
            
            
                
                set dressing progress backup
                
                
                
                
             
         
        
            
            
            
                
                 merge from demo_map_nre_fix
                
                
                
                
             
         
        
            
            
            
                
                 merge from snow_effects_roll_back_and_meshLOD_conversion